User comment history
< Newer [ 1 2 3 4 5 6 7 8 9 10 ] Older >
| News Comments > Half-Life 2 Stuttering Update, SDK & Surprise Plans |
 |
| 21. |
Re: a surprise for the community |
Nov 25, 2004, 12:21 |
garry |
|
|
I don't think it would be that bad.
$10 a month and you get bored with all the games in the month then don't re-subscribe would save you a huge deal of money.
People who stay subscribed would have to play the game for 5 months to break even (based on one game). Then they would be funding the development of new content/games.
It really isn't as bad as people like to make out. The option to pay a one off $50 for one game will always be there.
That said, I'm pretty sure the suprise is going to be some kind of deathmatch based on the comments from the devs on steampowered.com This comment was edited on Nov 25, 12:22. |
|
|
|
|
|
|
|
| |
| News Comments > Half-Life 2 Deee-luxe? |
 |
| 32. |
Re: Multiplayer HL2 |
Sep 24, 2004, 10:32 |
garry |
|
|
Well yeah - of course if something is huge - and can be climbed on - it will be accounted by the server.
I don't think this will be a problem though. CS:Source has about 20 barrels lying around the place that are server side - and there's a few other things that are server side too - a tire and about 5 crates.
I don't know what doom3 were playing at with their netcode (2 barrels takes the same netcode as 28 players?) - but Half-Life seems to do it right.
In CS:Source there are lots of objects that aren't kept track of server side - simple things like milk cartons and glass bottles that doesn't interfier with the players movement/view.
Also bear in mind that there are quite a few 64 player CS:Source servers with no lag at all.
|
|
|
|
|
|
|
|
| |
| News Comments > Half-Life 2 Deee-luxe? |
 |
| 27. |
Re: Multiplayer HL2 |
Sep 24, 2004, 08:16 |
garry |
|
|
Here's a couple of points for you.
Half-Life deathmatch was VERY fun for people before all the mod's came out - this is what we were all playing.
Half-Life deathmatch's FPS are totally dependant on the machine you play it on. You'll probably find that it performs better than counter-strike now.
The server doesn't render the screen. Do you really think that the server has to render the screen?
Not all physical objects have to be server side and in sync.
The fact that half-life 2 has big levels and pyshical objects doesn't mean you need more than a normal dsl connection to play.
|
|
|
|
|
|
|
|
| |
| News Comments > New Multi Theft Auto |
 |
| 2. |
Re: MTA |
Aug 2, 2004, 05:26 |
garry |
|
|
It's not that amazing.
They were only able to do this because rockstar left their old multiplayer code in the game.
Besides, Rockstar said they didn't just want to tack deathmatch to it, they wanted to do something completely different - which knowing Rockstar - they will.
|
|
|
|
|
|
|
|
| |
| News Comments > Half-Life 2 Imminent? |
 |
| 91. |
Re: No subject |
Jul 29, 2004, 08:09 |
garry |
|
|
"On a different note. I see tons of people shouting about moids this mods that for the new source engine because it is half life 2. They fail to realize why there were so many mods for the first half life was the fact that hundreds of mod makers were so used to it from being Quake 2 based. Thus the easy transition. "
They made the half-life 2 engine with half-life 1 in mind. It all works in pretty much the same way - so the transition between hl1 and hl2 modding will be a peice of piss.
Modding isn't something they tacked on later - it's been made with modding in mind.
|
|
|
|
|
|
|
|
| |
| News Comments > WON to be Lost |
 |
| 18. |
Losux |
Jul 16, 2004, 03:27 |
garry |
|
|
I can't belive you're complaining that you can't play it under an unsupported OS anymore
Install windows problem solved
|
|
|
|
|
|
|
|
| |
| News Comments > On DNF |
 |
| 17. |
Re: No subject |
Jun 7, 2004, 12:22 |
garry |
|
|
They probably moved onto the new Unreal engine - that would explain the delay and why they couldn't/can't release screenshots.
You know how the Duke team loves their unreal engines This comment was edited on Jun 7, 12:24. |
|
|
|
|
|
|
|
| |
| News Comments > Far Cry Delayed |
 |
| 4. |
No subject |
Nov 5, 2003, 16:59 |
garry |
|
|
I heard somewhere, I think it was on BBC NEWS 24, that that chris auty guy only took the job on Far Cry because in england they only have 56k internet so he needed to get out of the country to play Counter Striker at a better speeds.
They did an item about how he revolutionises everything he touches, he grabs it, buts it in a box, then makes the thing BIGGER than the box. Not scary bigger, but bigger so he can really see what he's looking at. Then he takes it out the box, and places it on the lap of the head designer at the game place on his way out.
He is really doing some fantastic stuff and PERSONALLY I think he is the next Oliver Twins.
|
|
|
|
|
|
|
|
| |
| News Comments > On DOOM 3 Framerates |
 |
| 5. |
prediction |
Oct 22, 2003, 18:43 |
garry |
|
|
I predict at least 5 different petitions on this URGING and DEMANDING and finally threatening to BOYCOTT doom3 if they STEAL OUR FRAME RATES.
btw plz move it up to 75 carmack you skinny robot voice how 2 shot rocket dick lick.
|
|
|
|
|
|
|
|
| |
| News Comments > Op Flashpoint Beta Patch |
 |
| 1. |
watz new tho d00dz |
Oct 13, 2003, 15:24 |
garry |
|
|
WHAT'S NEW IN 1.92/1.94 =======================
*************************************************************************** *** 1.94
Stability: - Various crash opportunities fixed. - Better handling of virtual memory address space. When this space was exhausted, it could cause a crash or olive green screen. - AI waypoint delays and other AI degradation was possible on very fast CPU. - Command line option -nomap was sometimes ignored.
Miscancelous: - Fixed terrain lighting direction bug. - Autocentering force did not work properly on some joysticks including MS Sidewinder FF 2.
Multiplayer: - Unit killed inside a vehicle sometimes did not respawn. - Gunner aiming was unstable. - Visual glithes in the ingame browser.
Scripting: - Command "private" did not work when variable name contained any upper case letter. - Event handlers were not saved properly (affects some 3rd party addons).
*************************************************************************** *** 1.92
Stability and security: - Whole partition could be deleted when DirectPlay server creation failed (this could happen when TCP component was missing or it was blocked by a firewall). - Different file-acess technique is now used when memory mapping fails. This should prevent Cannot memory map file errors. This alternative technique can be also enforced for all files by using command line switch -nomap - Some crash opportunities fixed.
Multiplayer: - Faster response in various game setup screens. - Testing of server-client mod compatibility is now possible.
Scripting: - Event handler "init" is now launched on all machines in MP game.
|
|
|
|
|
|
|
|
| |
184 Comments. 10 pages. Viewing page 1.
< Newer [ 1 2 3 4 5 6 7 8 9 10 ] Older > |
|